Scott DeWar
Prof. Emeritus-Supernatural Events/Countermeasure
good enough for me too.
Seconded.Pacing works for me. Plenty of opportunity to drop in a post here and there with some NPC interaction (none of which I've been able to take advantage of - but that's on me and my current life rather than on the game's pace) that doesn't slow down story progression. Well done, so far!
I was suggesting coming up with a house rule basically. But that was before I understood the concept. What you designed is just fine for the purposes of a narrative-focused game.I thought of taking the 'stage magician' trait, but decided against it. He was hired by the theater to simply produce the 'pyrotechnics' as alchemical fire and smoke sticks and to be cleverly place around the magician's trick boxes for his effects. You mentioned having a trait of some sort to match his 'change' what is this and where do I find it?
Mowgli is correct. You get 1 Campaign Trait from the RotR PG Ann. Ed. I know it often gets lost in the wind since it is so commonly used, but Traits is an optional, variant rule introduced in the APG. I am not using it for this campaign as it seems unnecessary to add mechanical benefit traits for a narrative campaign where your character's background and personality allow automatic success on some things. (I know. I have rolled a few couple unessential rolls myself, just trying to get out of the habit.)ok. So, traits, then . . . . 2 traits? usual rules of course?